The effectiveness of casual advergames on adolescents' brand attitudes
By Ignacio Redondo. 2012
98 citations recorded by the source corpus.
Subfields: Gender Studies, Marketing, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/d9f3798faefbd03ba1ce892118348c923c5d3cc7
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Gender Studies
- Esther Rozendaal
- E. V. van Reijmersdal
- Moniek Buijzen
- Michelle R. Nelson
- Ralf Terlutter
- Martin Waiguny
- M. Capella
In Marketing
- E. V. van Reijmersdal
- Michelle R. Nelson
- Esther Rozendaal
- Moniek Buijzen
- Ralf Terlutter
- Martin Waiguny
- M. Capella
- Bernhard Marko
In Sociology and Political Science
- Michelle R. Nelson
- E. V. van Reijmersdal
- Esther Rozendaal
- Moniek Buijzen
- Ralf Terlutter
- Martin Waiguny
- M. Capella
- Bernhard Marko
Citations in the corpus
- The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games (2013, background): “They are mostly casual games (Redondo 2012).”
- Disclosing the persuasive nature of advergames: moderation effects of mood on brand responses via persuasion knowledge (2015, background): “Keywords: advertising; advergames; disclosure; mood; persuasion knowledge Advergames, free online games that are created to promote a brand or brands from a specific advertiser, are becoming increasingly popular (An and Kang 2013; Lee and Youn 2008; Redondo 2012).”
- How Advergame Content Influences Explicit and Implicit Brand Attitudes: When Violence Spills Over (2013, background): “Most advergames are classified as “casual games” (Redondo 2012).”